mirror of
https://github.com/yuzu-emu/yuzu-mainline.git
synced 2024-12-12 21:54:19 +01:00
savedata_factory: Implement savedata creation and don't create dir on open
Matches hardware behavior and eliminates some nasty behavior we were doing that wasn't hw-accurate at all.
This commit is contained in:
parent
62d772eaed
commit
49c44e3fae
@ -15,22 +15,8 @@ namespace FileSys {
|
|||||||
|
|
||||||
constexpr char SAVE_DATA_SIZE_FILENAME[] = ".yuzu_save_size";
|
constexpr char SAVE_DATA_SIZE_FILENAME[] = ".yuzu_save_size";
|
||||||
|
|
||||||
std::string SaveDataDescriptor::DebugInfo() const {
|
namespace {
|
||||||
return fmt::format("[type={:02X}, title_id={:016X}, user_id={:016X}{:016X}, save_id={:016X}, "
|
void PrintSaveDataDescriptorWarnings(SaveDataDescriptor meta) {
|
||||||
"rank={}, index={}]",
|
|
||||||
static_cast<u8>(type), title_id, user_id[1], user_id[0], save_id,
|
|
||||||
static_cast<u8>(rank), index);
|
|
||||||
}
|
|
||||||
|
|
||||||
SaveDataFactory::SaveDataFactory(VirtualDir save_directory) : dir(std::move(save_directory)) {
|
|
||||||
// Delete all temporary storages
|
|
||||||
// On hardware, it is expected that temporary storage be empty at first use.
|
|
||||||
dir->DeleteSubdirectoryRecursive("temp");
|
|
||||||
}
|
|
||||||
|
|
||||||
SaveDataFactory::~SaveDataFactory() = default;
|
|
||||||
|
|
||||||
ResultVal<VirtualDir> SaveDataFactory::Open(SaveDataSpaceId space, const SaveDataDescriptor& meta) {
|
|
||||||
if (meta.type == SaveDataType::SystemSaveData || meta.type == SaveDataType::SaveData) {
|
if (meta.type == SaveDataType::SystemSaveData || meta.type == SaveDataType::SaveData) {
|
||||||
if (meta.zero_1 != 0) {
|
if (meta.zero_1 != 0) {
|
||||||
LOG_WARNING(Service_FS,
|
LOG_WARNING(Service_FS,
|
||||||
@ -65,23 +51,50 @@ ResultVal<VirtualDir> SaveDataFactory::Open(SaveDataSpaceId space, const SaveDat
|
|||||||
"non-zero ({:016X}{:016X})",
|
"non-zero ({:016X}{:016X})",
|
||||||
meta.user_id[1], meta.user_id[0]);
|
meta.user_id[1], meta.user_id[0]);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
} // Anonymous namespace
|
||||||
|
|
||||||
std::string save_directory =
|
std::string SaveDataDescriptor::DebugInfo() const {
|
||||||
|
return fmt::format("[type={:02X}, title_id={:016X}, user_id={:016X}{:016X}, "
|
||||||
|
"save_id={:016X}, "
|
||||||
|
"rank={}, index={}]",
|
||||||
|
static_cast<u8>(type), title_id, user_id[1], user_id[0], save_id,
|
||||||
|
static_cast<u8>(rank), index);
|
||||||
|
}
|
||||||
|
|
||||||
|
SaveDataFactory::SaveDataFactory(VirtualDir save_directory) : dir(std::move(save_directory)) {
|
||||||
|
// Delete all temporary storages
|
||||||
|
// On hardware, it is expected that temporary storage be empty at first use.
|
||||||
|
dir->DeleteSubdirectoryRecursive("temp");
|
||||||
|
}
|
||||||
|
|
||||||
|
SaveDataFactory::~SaveDataFactory() = default;
|
||||||
|
|
||||||
|
ResultVal<VirtualDir> SaveDataFactory::Create(SaveDataSpaceId space,
|
||||||
|
const SaveDataDescriptor& meta) {
|
||||||
|
PrintSaveDataDescriptorWarnings(meta);
|
||||||
|
|
||||||
|
const auto save_directory =
|
||||||
GetFullPath(space, meta.type, meta.title_id, meta.user_id, meta.save_id);
|
GetFullPath(space, meta.type, meta.title_id, meta.user_id, meta.save_id);
|
||||||
|
|
||||||
// TODO(DarkLordZach): Try to not create when opening, there are dedicated create save methods.
|
auto out = dir->CreateDirectoryRelative(save_directory);
|
||||||
// But, user_ids don't match so this works for now.
|
|
||||||
|
// Return an error if the save data doesn't actually exist.
|
||||||
|
if (out == nullptr) {
|
||||||
|
// TODO(DarkLordZach): Find out correct error code.
|
||||||
|
return ResultCode(-1);
|
||||||
|
}
|
||||||
|
|
||||||
|
return MakeResult<VirtualDir>(std::move(out));
|
||||||
|
}
|
||||||
|
|
||||||
|
ResultVal<VirtualDir> SaveDataFactory::Open(SaveDataSpaceId space, const SaveDataDescriptor& meta) {
|
||||||
|
|
||||||
|
const auto save_directory =
|
||||||
|
GetFullPath(space, meta.type, meta.title_id, meta.user_id, meta.save_id);
|
||||||
|
|
||||||
auto out = dir->GetDirectoryRelative(save_directory);
|
auto out = dir->GetDirectoryRelative(save_directory);
|
||||||
|
|
||||||
if (out == nullptr) {
|
|
||||||
// TODO(bunnei): This is a work-around to always create a save data directory if it does not
|
|
||||||
// already exist. This is a hack, as we do not understand yet how this works on hardware.
|
|
||||||
// Without a save data directory, many games will assert on boot. This should not have any
|
|
||||||
// bad side-effects.
|
|
||||||
out = dir->CreateDirectoryRelative(save_directory);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Return an error if the save data doesn't actually exist.
|
// Return an error if the save data doesn't actually exist.
|
||||||
if (out == nullptr) {
|
if (out == nullptr) {
|
||||||
// TODO(Subv): Find out correct error code.
|
// TODO(Subv): Find out correct error code.
|
||||||
|
@ -64,6 +64,7 @@ public:
|
|||||||
explicit SaveDataFactory(VirtualDir dir);
|
explicit SaveDataFactory(VirtualDir dir);
|
||||||
~SaveDataFactory();
|
~SaveDataFactory();
|
||||||
|
|
||||||
|
ResultVal<VirtualDir> Create(SaveDataSpaceId space, const SaveDataDescriptor& meta);
|
||||||
ResultVal<VirtualDir> Open(SaveDataSpaceId space, const SaveDataDescriptor& meta);
|
ResultVal<VirtualDir> Open(SaveDataSpaceId space, const SaveDataDescriptor& meta);
|
||||||
|
|
||||||
VirtualDir GetSaveDataSpaceDirectory(SaveDataSpaceId space) const;
|
VirtualDir GetSaveDataSpaceDirectory(SaveDataSpaceId space) const;
|
||||||
|
Loading…
Reference in New Issue
Block a user