2018-07-08 05:24:51 +02:00
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// Copyright 2018 yuzu emulator team
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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 <memory>
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "core/core.h"
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#include "core/file_sys/disk_filesystem.h"
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#include "core/file_sys/savedata_factory.h"
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#include "core/hle/kernel/process.h"
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namespace FileSys {
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SaveData_Factory::SaveData_Factory(std::string nand_directory)
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: nand_directory(std::move(nand_directory)) {}
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ResultVal<std::unique_ptr<FileSystemBackend>> SaveData_Factory::Open(const Path& path) {
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std::string save_directory = GetFullPath();
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2018-07-08 23:05:13 +02:00
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if (!FileUtil::Exists(save_directory)) {
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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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FileUtil::CreateFullPath(save_directory);
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}
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2018-07-08 05:24:51 +02:00
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// Return an error if the save data doesn't actually exist.
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if (!FileUtil::IsDirectory(save_directory)) {
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// TODO(Subv): Find out correct error code.
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return ResultCode(-1);
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}
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auto archive = std::make_unique<Disk_FileSystem>(save_directory);
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return MakeResult<std::unique_ptr<FileSystemBackend>>(std::move(archive));
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}
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ResultCode SaveData_Factory::Format(const Path& path) {
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LOG_WARNING(Service_FS, "Format archive {}", GetName());
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// Create the save data directory.
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if (!FileUtil::CreateFullPath(GetFullPath())) {
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// TODO(Subv): Find the correct error code.
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return ResultCode(-1);
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}
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return RESULT_SUCCESS;
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}
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ResultVal<ArchiveFormatInfo> SaveData_Factory::GetFormatInfo(const Path& path) const {
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LOG_ERROR(Service_FS, "Unimplemented GetFormatInfo archive {}", GetName());
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// TODO(bunnei): Find the right error code for this
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return ResultCode(-1);
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}
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std::string SaveData_Factory::GetFullPath() const {
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u64 title_id = Core::CurrentProcess()->program_id;
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// TODO(Subv): Somehow obtain this value.
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u32 user = 0;
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return fmt::format("{}save/{:016X}/{:08X}/", nand_directory, title_id, user);
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}
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} // namespace FileSys
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