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a0720b5681
* Refactoring HOS folder structure Refactoring HOS folder structure: - Added some subfolders when needed (Following structure decided in private). - Added some `Types` folders when needed. - Little cleanup here and there. - Add services placeholders for every HOS services (close #766 and #753). * Remove Types namespaces
83 lines
2.5 KiB
C#
83 lines
2.5 KiB
C#
using Ryujinx.HLE.Utilities;
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namespace Ryujinx.HLE.HOS.Services.Friend.ServiceCreator.NotificationService
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{
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public sealed class NotificationEventHandler
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{
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private static NotificationEventHandler instance;
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private static object instanceLock = new object();
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private INotificationService[] _registry;
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public static NotificationEventHandler Instance
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{
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get
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{
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lock (instanceLock)
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{
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if (instance == null)
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{
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instance = new NotificationEventHandler();
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}
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return instance;
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}
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}
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}
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NotificationEventHandler()
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{
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_registry = new INotificationService[0x20];
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}
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internal void RegisterNotificationService(INotificationService service)
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{
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// NOTE: in case there isn't space anymore in the registry array, Nintendo doesn't return any errors.
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for (int i = 0; i < _registry.Length; i++)
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{
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if (_registry[i] == null)
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{
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_registry[i] = service;
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break;
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}
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}
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}
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internal void UnregisterNotificationService(INotificationService service)
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{
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// NOTE: in case there isn't the entry in the registry array, Nintendo doesn't return any errors.
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for (int i = 0; i < _registry.Length; i++)
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{
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if (_registry[i] == service)
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{
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_registry[i] = null;
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break;
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}
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}
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}
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// TODO: Use this when we will have enough things to go online.
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public void SignalFriendListUpdate(UInt128 targetId)
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{
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for (int i = 0; i < _registry.Length; i++)
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{
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if (_registry[i] != null)
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{
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_registry[i].SignalFriendListUpdate(targetId);
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}
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}
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}
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// TODO: Use this when we will have enough things to go online.
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public void SignalNewFriendRequest(UInt128 targetId)
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{
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for (int i = 0; i < _registry.Length; i++)
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{
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if (_registry[i] != null)
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{
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_registry[i].SignalNewFriendRequest(targetId);
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}
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}
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}
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}
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}
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