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@ -15,22 +15,8 @@ namespace FileSys {
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constexpr char SAVE_DATA_SIZE_FILENAME[] = ".yuzu_save_size";
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std::string SaveDataDescriptor::DebugInfo() const {
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return fmt::format("[type={:02X}, title_id={:016X}, user_id={:016X}{:016X}, save_id={:016X}, "
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"rank={}, index={}]",
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static_cast<u8>(type), title_id, user_id[1], user_id[0], save_id,
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static_cast<u8>(rank), index);
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}
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SaveDataFactory::SaveDataFactory(VirtualDir save_directory) : dir(std::move(save_directory)) {
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// Delete all temporary storages
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// On hardware, it is expected that temporary storage be empty at first use.
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dir->DeleteSubdirectoryRecursive("temp");
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}
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SaveDataFactory::~SaveDataFactory() = default;
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ResultVal<VirtualDir> SaveDataFactory::Open(SaveDataSpaceId space, const SaveDataDescriptor& meta) {
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namespace {
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void PrintSaveDataDescriptorWarnings(SaveDataDescriptor meta) {
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if (meta.type == SaveDataType::SystemSaveData || meta.type == SaveDataType::SaveData) {
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if (meta.zero_1 != 0) {
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LOG_WARNING(Service_FS,
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@ -65,23 +51,50 @@ ResultVal<VirtualDir> SaveDataFactory::Open(SaveDataSpaceId space, const SaveDat
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"non-zero ({:016X}{:016X})",
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meta.user_id[1], meta.user_id[0]);
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}
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}
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} // Anonymous namespace
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std::string save_directory =
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std::string SaveDataDescriptor::DebugInfo() const {
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return fmt::format("[type={:02X}, title_id={:016X}, user_id={:016X}{:016X}, "
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"save_id={:016X}, "
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"rank={}, index={}]",
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static_cast<u8>(type), title_id, user_id[1], user_id[0], save_id,
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static_cast<u8>(rank), index);
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}
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SaveDataFactory::SaveDataFactory(VirtualDir save_directory) : dir(std::move(save_directory)) {
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// Delete all temporary storages
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// On hardware, it is expected that temporary storage be empty at first use.
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dir->DeleteSubdirectoryRecursive("temp");
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}
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SaveDataFactory::~SaveDataFactory() = default;
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ResultVal<VirtualDir> SaveDataFactory::Create(SaveDataSpaceId space,
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const SaveDataDescriptor& meta) {
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PrintSaveDataDescriptorWarnings(meta);
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const auto save_directory =
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GetFullPath(space, meta.type, meta.title_id, meta.user_id, meta.save_id);
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// TODO(DarkLordZach): Try to not create when opening, there are dedicated create save methods.
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// But, user_ids don't match so this works for now.
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auto out = dir->CreateDirectoryRelative(save_directory);
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// Return an error if the save data doesn't actually exist.
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if (out == nullptr) {
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// TODO(DarkLordZach): Find out correct error code.
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return ResultCode(-1);
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}
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return MakeResult<VirtualDir>(std::move(out));
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}
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ResultVal<VirtualDir> SaveDataFactory::Open(SaveDataSpaceId space, const SaveDataDescriptor& meta) {
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const auto save_directory =
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GetFullPath(space, meta.type, meta.title_id, meta.user_id, meta.save_id);
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auto out = dir->GetDirectoryRelative(save_directory);
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if (out == nullptr) {
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// TODO(bunnei): This is a work-around to always create a save data directory if it does not
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// already exist. This is a hack, as we do not understand yet how this works on hardware.
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// Without a save data directory, many games will assert on boot. This should not have any
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// bad side-effects.
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out = dir->CreateDirectoryRelative(save_directory);
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}
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// Return an error if the save data doesn't actually exist.
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if (out == nullptr) {
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// TODO(Subv): Find out correct error code.
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