forked from Mirror/Ryujinx
am: Fix GetSaveDataSize stub (#1748)
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1 changed files with 8 additions and 7 deletions
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@ -159,18 +159,19 @@ namespace Ryujinx.HLE.HOS.Services.Am.AppletOE.ApplicationProxyService.Applicati
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return ResultCode.Success;
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return ResultCode.Success;
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}
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}
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// GetSaveDataSize(u8, nn::account::Uid) -> (u64, u64)
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[Command(26)] // 3.0.0+
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[Command(26)] // 3.0.0+
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// GetSaveDataSize(u8 save_data_type, nn::account::Uid) -> (u64 save_size, u64 journal_size)
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public ResultCode GetSaveDataSize(ServiceCtx context)
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public ResultCode GetSaveDataSize(ServiceCtx context)
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{
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{
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SaveDataType saveDataType = (SaveDataType)context.RequestData.ReadByte();
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SaveDataType saveDataType = (SaveDataType)context.RequestData.ReadUInt64();
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Uid userId = context.RequestData.ReadStruct<AccountUid>().ToLibHacUid();
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context.RequestData.BaseStream.Seek(7, System.IO.SeekOrigin.Current);
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// NOTE: Service calls nn::fs::FindSaveDataWithFilter with SaveDataType = 1 hardcoded.
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// Then it calls nn::fs::GetSaveDataAvailableSize and nn::fs::GetSaveDataJournalSize to get the sizes.
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// Since LibHac currently doesn't support the 2 last methods, we can hardcode the values to 200mb.
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Uid userId = context.RequestData.ReadStruct<AccountUid>().ToLibHacUid();
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context.ResponseData.Write((long)200000000);
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context.ResponseData.Write((long)200000000);
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// TODO: We return a size of 2GB as we use a directory based save system. This should be enough for most of the games.
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context.ResponseData.Write(2000000000u);
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Logger.Stub?.PrintStub(LogClass.ServiceAm, new { saveDataType, userId });
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Logger.Stub?.PrintStub(LogClass.ServiceAm, new { saveDataType, userId });
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