mirror of
https://github.com/starr-dusT/yuzu-mainline
synced 2024-03-05 21:12:25 -08:00
5c5cf2f8e0
The code now properly configures the process image to match the loaded binary segments (code, rodata, data) instead of just blindly allocating a large chunk of dummy memory.
62 lines
2.6 KiB
C++
62 lines
2.6 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include "common/common_types.h"
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#include "common/file_util.h"
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#include "common/logging/log.h"
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#include "common/make_unique.h"
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#include "common/string_util.h"
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#include "core/file_sys/archive_savedata.h"
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#include "core/file_sys/disk_archive.h"
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#include "core/hle/kernel/process.h"
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#include "core/hle/service/fs/archive.h"
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// FileSys namespace
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namespace FileSys {
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static std::string GetSaveDataContainerPath(const std::string& sdmc_directory) {
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return Common::StringFromFormat("%sNintendo 3DS/%s/%s/title/", sdmc_directory.c_str(),
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SYSTEM_ID.c_str(), SDCARD_ID.c_str());
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}
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static std::string GetSaveDataPath(const std::string& mount_location, u64 program_id) {
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u32 high = program_id >> 32;
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u32 low = program_id & 0xFFFFFFFF;
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return Common::StringFromFormat("%s%08x/%08x/data/00000001/", mount_location.c_str(), high, low);
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}
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ArchiveFactory_SaveData::ArchiveFactory_SaveData(const std::string& sdmc_directory)
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: mount_point(GetSaveDataContainerPath(sdmc_directory)) {
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LOG_INFO(Service_FS, "Directory %s set as SaveData.", this->mount_point.c_str());
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}
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ResultVal<std::unique_ptr<ArchiveBackend>> ArchiveFactory_SaveData::Open(const Path& path) {
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std::string concrete_mount_point = GetSaveDataPath(mount_point, Kernel::g_current_process->codeset->program_id);
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if (!FileUtil::Exists(concrete_mount_point)) {
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// When a SaveData archive is created for the first time, it is not yet formatted
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// and the save file/directory structure expected by the game has not yet been initialized.
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// Returning the NotFormatted error code will signal the game to provision the SaveData archive
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// with the files and folders that it expects.
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return ResultCode(ErrorDescription::FS_NotFormatted, ErrorModule::FS,
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ErrorSummary::InvalidState, ErrorLevel::Status);
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}
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auto archive = Common::make_unique<DiskArchive>(std::move(concrete_mount_point));
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return MakeResult<std::unique_ptr<ArchiveBackend>>(std::move(archive));
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}
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ResultCode ArchiveFactory_SaveData::Format(const Path& path) {
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std::string concrete_mount_point = GetSaveDataPath(mount_point, Kernel::g_current_process->codeset->program_id);
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FileUtil::DeleteDirRecursively(concrete_mount_point);
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FileUtil::CreateFullPath(concrete_mount_point);
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return RESULT_SUCCESS;
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}
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} // namespace FileSys
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