forked from Mirror/Ryujinx
1ff89d6482
* Implement basic support of SystemSaveData and Cleanup IFileSystemProxy - Implement `OpenSystemSaveData` as a `IFileSystem` in `SaveHelper`: On real device, system saves data are stored encrypted, and we can't create an empty system save data for now. That's why if a user put his own dump of system save in `RyuFs\nand\system\save\`, we extract content in associated folder and open it as a `IFileSystem`. If the system save data don't exist, a folder is created. - Cleanup `IFileSystemProxy` by adding a Helper class. - Implement `GetSavePath` in `VirtualFileSystem` and remove `GetGameSavePath` in `SaveHelper`. * remove the forgotten I * Fix align
44 lines
No EOL
1.4 KiB
C#
44 lines
No EOL
1.4 KiB
C#
using LibHac.Fs;
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using Ryujinx.HLE.HOS;
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using System.IO;
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namespace Ryujinx.HLE.FileSystem
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{
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static class SaveHelper
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{
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public static IFileSystem OpenSystemSaveData(ServiceCtx context, ulong saveId)
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{
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SaveInfo saveInfo = new SaveInfo(0, (long)saveId, SaveDataType.SystemSaveData, SaveSpaceId.NandSystem);
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string savePath = context.Device.FileSystem.GetSavePath(context, saveInfo, false);
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if (File.Exists(savePath))
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{
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string tempDirectoryPath = $"{savePath}_temp";
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Directory.CreateDirectory(tempDirectoryPath);
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IFileSystem outputFolder = new LocalFileSystem(tempDirectoryPath);
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using (LocalStorage systemSaveData = new LocalStorage(savePath, FileAccess.Read, FileMode.Open))
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{
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IFileSystem saveFs = new LibHac.Fs.Save.SaveDataFileSystem(context.Device.System.KeySet, systemSaveData, IntegrityCheckLevel.None, false);
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saveFs.CopyFileSystem(outputFolder);
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}
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File.Delete(savePath);
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Directory.Move(tempDirectoryPath, savePath);
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}
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else
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{
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if (!Directory.Exists(savePath))
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{
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Directory.CreateDirectory(savePath);
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}
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}
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return new LocalFileSystem(savePath);
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}
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}
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} |