* Fix macOS controller platform, sync player indices, and preserve socket send error
- Preserve captured socket send error across diagnostic logging in network_socket.cpp
- Use SDL_GetPlatform() instead of hardcoded Windows in controller mapping wizard
- Synchronize Aurora and SDL player indices on port assignment and clear in pad.cpp
- Auto-assign Player 1 on macOS when unconfigured in input.cpp
* fix(input): refine macOS port 0 assignment and persistence logic
- Persist port 0 preference for newly connected controller even if already assigned player index 0
- Verify controller has no preference on other ports before assigning to port 0
* Implement real TLS for non-Windows via vendored mbed TLS
Windows gets TLS for the guest network HLE's SSL ioctlvs for free from
Schannel; every other platform fell into a stub that always returned
failure, meaning any HTTPS-based network feature (WFC login, fetching
the Retro-WFC payload) silently could not work at all on those
platforms regardless of server availability.
Vendors mbed TLS 3.6.7 LTS under runtime/third_party/mbedtls (same
convention as Crypto++/pugixml - a real source checkout, not a
submodule/FetchContent download) and a standard Mozilla CA bundle
(runtime/assets/certs/cacert.pem, via curl.se's redistribution) copied
next to the built product the same way dsp_coef.bin already is.
Verified against real HTTPS servers: a valid certificate completes the
handshake and an HTTP round-trip; a known-expired certificate is
correctly rejected with a real X509 verification failure, not silently
accepted.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Qmdewk7VfVVJTfCVd2WStu
* Fix TLS handshake hang and partial-write truncation on non-Windows
Add a POSIX socket timeout to match Windows' existing 15s one, plus a
deadline on the handshake retry loop itself, so a peer that accepts the
TCP connection but never sends TLS data can no longer hang the thread
forever. Also fix SslWrite to loop on partial mbedTLS writes instead of
returning the first partial count, and add mbedTLS to
THIRD-PARTY-NOTICES.md.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
* Fetch mbedTLS from a pinned, checksum-verified release instead of vendoring it
Replace the committed mbedTLS source tree with a CMake FetchContent download
of the official mbedtls-3.6.7 release tarball, verified against its signed
SHA-256, matching how aurora-main's own dependencies (SDL, zlib, etc.) are
pulled in. Ships the compiled dependency instead of ~280 tracked upstream
files. CA bundle packaging and THIRD-PARTY-NOTICES.md coverage are unchanged.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
* Limit the mbedTLS dependency to the platforms that use it
The FetchContent block ran on every platform, including Windows, whose builds
configure with FETCHCONTENT_FULLY_DISCONNECTED=ON against the offline
dependency set from Launcher/Prepare-Dependencies.ps1 - which has no
mkw_mbedtls_upstream entry, so a clean Windows configure failed. Windows
compiles the Schannel path (network_ssl.cpp is `#ifndef _WIN32` for mbed TLS)
and never links mbed TLS, so nothing needs preparing there: the fetch, the
linkage and the cacert.pem copy are now guarded to non-Windows, while the
mkw::mbedtls alias stays defined everywhere so the link lines in
PublicProducts.cmake remain platform-independent.
Also copy cacert.pem alongside the installed executable in the Linux and macOS
publication paths (Launcher/local-build.sh and Launcher/macos/publish-app.command),
which already copied the other runtime assets but left the TLS root bundle in
the build directory, so published builds could not verify any certificate.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
* Harden mbed TLS socket I/O handling
* delete wii socket
---------
Co-authored-by: Claude Sonnet 5 <noreply@anthropic.com>
Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
* Preserve interrupted registers and unwind alarm guards before rescheduling
Adapt the RFL interrupt-context and alarm reschedule fixes from KartPad ed8e4ca and 0c9bff0. Keep caller registers private and release the recursion guard before a woken fiber can pump callbacks.
* Keep local Wii identity services available when networking is disabled
Adapt KartPad a0f3fb5. Only IP and SSL devices require network access; KD request/time and NCD management remain available for offline save and license initialization.
* Share repeated LR continuation dispatch in translated functions
Adapt KartPad be91d8f/a3f90eb without its floating-point ABI changes. Preserve upstream continuation discovery and all resume labels. Validation: 640 translator tests passed.
* Reject inconsistent GPU cache sizes before allocation or copying
Adapt KartPad runtime 70951022. Validate raw lengths, compression tags and Zstd frame lengths on the size probe as well as the fetch. Tested against malformed SQLite rows and valid raw/compressed round trips.
* Wake compiler workers when pipeline work becomes runnable
Adapt KartPad runtime 956d811e. Wake all consumers of the shared condition variable after queue insertion or promotion; retain upstream desktop prewarm policy. A blocked-compiler probe verified progress by an idle worker.
* Reuse and release one Metal view per SDL window
Adapt KartPad 3606741. Surface recreation reuses the existing view and window property cleanup owns its lifetime. Reviewed against SDL3 cleanup semantics; Apple hardware validation remains outstanding.
* Avoid overreading packed three-byte vertex attributes
Adapt KartPad 0f6b274. Do not read a second storage word when all three requested bytes fit in the first. Preserve upstream depth and fog corrections.
* Keep interpolation history within each split-screen viewport
Adapt KartPad d6299b5. Scope exact, material and sibling-palette matching to the logical viewport so identical meshes from different cameras cannot share transforms.
* Report graphics startup failures and safely clean up partial ImGui initialization
Adapt KartPad runtime 70dc9380 and c4566e50 using the existing WiiCompiled exception/reporting path. A dummy-video-driver probe verified error return and repeated partial shutdown without aborting.
* Preserve GX draw boundaries and GPU staging and readback state
Adapt the validated renderer fixes from KartPad runtime 31add0c3, 7393dafe, b7f515de, cf46a9c7, fad42a7b, 7cd09b69, 9feea6b2 and Android 2505ae22 to current upstream. Preserve complete primitives and fresh vertex layouts, split staging batches before overflow, retain offscreen state, scope asynchronous callbacks and frame state, and complete texture-copy sources.
Add unit regressions and an optional ROM-free GPU pixel test. Validation: 250 GX tests and actual D3D12 pixel/readback, capacity, interpolation and frame-worker checks passed with Dawn validation enabled.
ProcessSleepTimers popped every due timer into a private vector and then
resumed the sleepers in a loop. OSResumeThread re-enters SelectThread, which
can switch fibers away mid-loop, so the timers still in that vector were
gone from gSleepTimers while their threads stayed parked (Ready, suspended,
no timer). The reconciler healed them 100ms later and the stale-timer drop
fired when the original fiber eventually resumed.
Pop one due timer at a time straight from the shared table instead, so any
timer not yet processed stays visible to every other pump while this call
is switched away.
Co-authored-by: jordanblakepp <slamuelrose2002@gmail.com>
Co-authored-by: Claude Fable 5.1 <noreply@anthropic.com>
* treat empty mkw save as missing
first-run format zero-fills rksys.dat before any real save; a quit before
the first save left an all-zero file that read back as corrupt and trapped
the user in a delete/recreate loop. read opens now treat an all-zero
rksys.dat as absent (a real save always begins with the RKSD0006 header),
so the game recreates it from scratch. also ignore native build output.
* shorten
* I dont really want to change this to be honest.
* extra safety
---------
Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
* Add Dolphin-compatible input expressions and GCPadNew.ini import
Rebased onto current main; addresses both CodeRabbit reviews on #89.
- Expression engine matching Dolphin's semantics: doubles rather than
booleans, 0.5 press threshold, & as min, | as max, and the functions if,
min, max, clamp, abs, sqrt, pow, sin, cos, tan, deadzone, timer, toggle,
hold, tap, pulse and smooth. Timing uses a steady clock in seconds, as
Dolphin does, so a copied expression behaves identically.
- Expressions bind to the GameCube buttons and triggers, combined with the
existing button mapping rather than replacing it, and are skipped while
the settings overlay holds input.
- Import reads [GCPadN] from the Dolphin config directory or from
GCPadNew.ini beside the executable. Stick axes are not expression driven
and keep their normal mapping.
- Fixes#74: a digital button bound to L or R now reports a fully pulled
analog trigger, plus a PlayStation preset and a vibration toggle.
Review fixes: config paths round-trip through RuntimeConfigFile::PathToUtf8
and PathFromUtf8 so non-ASCII paths open correctly on Windows, and the
duplicated exists branch is gone; the tap count is clamped before the
unsigned conversion; the expression editor uses resizable storage via
ImGuiInputTextFlags_CallbackResize so a long expression cannot be saved
truncated; clamp bounds are ordered before std::clamp; <cstdlib> is included
for std::strtod; non-finite values are rejected at the evaluator boundary as
well as at the deadzone and timer divisions; and InputBindings::Reload() runs
from InitializeRuntimeSettings rather than the vibration handler.
runtime/tests/test_expr.cpp covers operator precedence, each stateful
function and every case raised in review.
Third review round: smooth() guards NaN as well as infinity so a zero rate
cannot latch a non-finite value in node state; division evaluates both operands
so stateful functions in the left subtree still update when the divisor is zero;
the expression editor clears stale errors when the port changes; and
runtime/tests/test_expr.cpp is registered with CTest as mkw_input_expr_tests,
following the existing test targets.
* Update runtime/src/input_expr.cpp
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Update runtime/src/input_expr.cpp
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Update runtime/src/input_expr.cpp
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Linux Appimage: statically prebuild Aurora (and all its dependencies)
adds symlinks to the compiler locations in a static path that way rebuilds do not think that the compiler path has changed between appimage install commands
* Update package.yml
* Update Launcher/build-appimage.sh
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Bluetooth Wii Remote support: the game reads a real Wii Remote through KPAD
Enable SDL3's HIDAPI Wii driver and hand a paired Wii Remote (bare or with
Nunchuk) to the game as a real Wii Remote: WPADProbe reports CORE/FREESTYLE
and KPADRead fills KPADStatus[0] from SDL every frame (buttons, accelerometer
in KPAD's g frame, Nunchuk stick and accelerometer), while the GameCube pad
view of that port reports no controller. The game's own motion code then
handles wheelies, tricks and Wii Wheel steering. Classic Controllers and
Wii U Pro Controllers keep going through the GameCube pad path with a default
button table picked by name.
SDL's Wii driver drops a remote on a failed Bluetooth read or when the
Nunchuk is plugged or unplugged and never re-adds it, so the runtime keeps
rescanning (Dolphin style) while no Wii controller is present by toggling the
driver hint off and, a few frames later, on again; a dropped remote is back
within 1-2 s. Settings live in the F10 overlay under Wii Remotes (Bluetooth)
and in Config.toml (wii_remotes, wii_continuous_scan).
* Fix Wii U Pro / Classic Controller ZL and ZR not registering
SDL's Wii driver reports ZL/ZR as the LEFT_TRIGGER/RIGHT_TRIGGER analog
axes, never as digital shoulder buttons. Binding them to
LEFT_SHOULDER/RIGHT_SHOULDER meant they never fired and also disabled
aurora's own analog-trigger fallback (a button table entry for
PAD_TRIGGER_L/R marks the trigger as "handled", even when the bound
digital button never actually presses). Leaving them unbound lets the
default axis mapping drive them like every other analog-trigger pad.
Reported by an end-to-end tester connecting a real Classic Controller to
a Wii Remote.
* Wii Remotes menu: live raw D-pad/ZL/ZR readout for Classic Controller / Wii U Pro
Diagnostic aid for a reported issue where the Classic Controller's D-pad
does not do anything in-game (no wheelies). Shows what SDL itself sees so
a driver-level problem (nothing lights up) can be told apart from a
mapping problem (it lights up but the game does not react).
* Fix Classic Controller D-pad input
* Address CodeRabbit review on PR #73
- PADRead: hide KPAD-served ports even while input is blocked so the port
error state does not flip when the overlay opens/closes.
- WPADProbe: run the Wii Remote rescan state machine before probing so a
reconnect probe before the next PADRead can see the remote.
- EnsureSensors: only cache the gamepad id once every accelerometer enabled,
so a failed activation is retried.
- ConfigureSdlHints: reset the in-flight rescan bookkeeping.
- Settings overlay: disable "Rescan now" while Wii Remotes are turned off.
* Bluetooth Wii Remote: fix wheel steering, native Classic Controller, extension hot-swap
Accelerometer
- The SDL -> KPAD conversion negated the wrong axis: SDL's z is the remote's
+Y (towards the user), so KPAD acc is (-wiiX, -wiiZ, +wiiY). Fixes mirrored
Wii Wheel steering.
- Drop reports whose accelerometer bytes arrive zeroed (+-5.12 g on every axis,
a few times a minute over Bluetooth) and repeat the last good sample; they
read as a full-lock steer plus a 9 g shake.
- One-button zero-point calibration in the overlay (remote flat, buttons up),
stored in Config.toml as wii_accel_offset_x/y/z. SDL's read of the remote's
factory calibration times out over Bluetooth and falls back to a nominal
zero point, which left a per-axis bias of up to ~0.3 g on the tested remote.
- Live accelerometer readout and an optional per-frame CSV trace
(wii_accel_trace = true) for debugging.
Classic Controller through KPAD/WPAD
- WPADProbe reports WPAD_DEV_CLASSIC; KPADRead fills ex_status.cl and
KPADGetUnifiedWpadStatus the raw WPADCLStatus (WPAD_CL_BUTTON_* bits, sticks
in the SDK's signed -512..511 range, triggers), so the game shows the Classic
layout and icons and no button mapping is involved. Ports served through KPAD
are hidden from PADRead; only the Wii U Pro Controller stays a GameCube pad.
Extension hot-swap
- SDL's Wii driver destroys the joystick on an extension change but keeps the
HID handle open, and HIDAPI never re-creates a joystick for such a device.
Patch the vendored SDL at configure time (AuroraSDL3Patches.cmake, wired into
AuroraSDL3Provider.cmake for both the downloaded tarball and a pre-provided
FETCHCONTENT_SOURCE_DIR_SDL) so the joystick is rebuilt in place with the new
extension type, without touching the Bluetooth handle.
- Keep a vanished remote's channel alive with neutral input for up to 3 s while
SDL re-creates the joystick, so the game never sees a disconnection. The
driver-hint rescan stays as a fallback for real drops, starting 3 s after
the loss, and also runs from the overlay's per-frame Draw. Log rescans.
Mappings / overlay
- Do not apply the shared positional [controller] bindings to Wii pads: that
override is what made a Classic Controller's A/B and X/Y look swapped.
- Raw D-pad fallback also for the Wii U Pro Controller; overlay readouts read
joystick buttons directly (SDL's generated HIDAPI mapping expects a hat).
- Overlay: Classic Controller readout, accelerometer readout and calibration.
- README: Bluetooth Wii Remote section and known limitations.
* Review pass on the Wii Remote input path
- EffectiveKind: stop bridging an extension swap once a different controller
has taken the port, and note that everything touching the scanner state runs
on the guest thread.
- KPADGetUnifiedWpadStatus: fill every requested entry (the SDK returns `count`
recent samples), capped at KPAD's 16 read buffers.
- IsKpadKind gets internal linkage; the calibration accessors get their
comments; clarify why Draw() also runs Poll().
* Drop the dead Classic-Controller-as-GameCube-pad matching
A Wii Remote with a Classic Controller is served through KPAD and its port is
hidden from PADRead, so the name matches that once gave it a GameCube button
table and the raw D-pad fallback could never take effect any more. Both now
match only the Wii U Pro Controller, and the default table is renamed
accordingly (g_defaultButtonsWiiUPro).
---------
Co-authored-by: LOL <andresguerra2k26@gmail.com>
Co-authored-by: Nick <89667145+Nick1232345@users.noreply.github.com>